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#!/usr/bin/env python3
# complete_fixed_demo.py - Fixed with PyGame init and animation
import os
import pygame
import numpy as np
import time
import threading
from flask import Flask, Response

# ===== CRITICAL FIXES =====
os.environ['SDL_VIDEODRIVER'] = 'dummy'
os.environ['PYGAME_HIDE_SUPPORT_PROMPT'] = '1'

PORT = int(os.getenv('PORT', 7860))
WIDTH, HEIGHT = 800, 600

app = Flask(__name__)

# Shared state
frame_data = {
    "pixels": None,
    "frame_id": 0,
    "lock": threading.Lock()
}

@app.route('/')
def index():
    return '''<!DOCTYPE html>
<html>
<head>
    <title>Complete Demo</title>
    <style>
        body { margin: 0; padding: 20px; background: #000; color: white; font-family: monospace; text-align: center; }
        canvas { border: 3px solid #0af; background: black; display: block; margin: 20px auto; }
        .mode { background: #222; padding: 15px; border-radius: 8px; display: inline-block; margin: 10px; }
    </style>
</head>
<body>
    <h1 style="color: #0af;">⚑ Complete Demo</h1>
    <div class="mode" id="mode">Mode: <span id="modeText">Loading...</span></div>
    <canvas id="canvas" width="800" height="600"></canvas>
    
    <script>
        const canvas = document.getElementById('canvas');
        const ctx = canvas.getContext('2d');
        let mode = 'pygame'; // 'canvas' or 'pygame'
        let lastTime = 0;
        let frameCount = 0;
        
        // ===== CANVAS EFFECTS =====
        function drawCanvasEffect(currentTime) {
            const delta = (currentTime - lastTime) / 1000;
            lastTime = currentTime;
            
            // Clear with fade effect
            ctx.fillStyle = 'rgba(0, 0, 0, 0.1)';
            ctx.fillRect(0, 0, 800, 600);
            
            // Time in seconds
            const t = currentTime / 1000;
            
            // Draw multiple rotating shapes
            for (let i = 0; i < 20; i++) {
                const angle = t * (1 + i * 0.2);
                const radius = 50 + i * 15;
                const x = 400 + Math.cos(angle) * radius;
                const y = 300 + Math.sin(angle) * radius;
                const size = 10 + Math.sin(t * 3 + i) * 8;
                
                // Rainbow colors
                const hue = (t * 50 + i * 18) % 360;
                ctx.fillStyle = `hsl(${hue}, 100%, 60%)`;
                
                // Different shapes
                if (i % 3 === 0) {
                    // Circle
                    ctx.beginPath();
                    ctx.arc(x, y, size, 0, Math.PI * 2);
                    ctx.fill();
                } else if (i % 3 === 1) {
                    // Square
                    ctx.fillRect(x - size, y - size, size * 2, size * 2);
                } else {
                    // Triangle
                    ctx.beginPath();
                    ctx.moveTo(x, y - size);
                    ctx.lineTo(x - size, y + size);
                    ctx.lineTo(x + size, y + size);
                    ctx.closePath();
                    ctx.fill();
                }
                
                // Connecting lines
                if (i > 0) {
                    const prevAngle = t * (1 + (i - 1) * 0.2);
                    const prevX = 400 + Math.cos(prevAngle) * radius;
                    const prevY = 300 + Math.sin(prevAngle) * radius;
                    
                    ctx.beginPath();
                    ctx.moveTo(prevX, prevY);
                    ctx.lineTo(x, y);
                    ctx.strokeStyle = `hsla(${hue}, 100%, 60%, 0.5)`;
                    ctx.lineWidth = 2;
                    ctx.stroke();
                }
            }
            
            // Center pulsing circle
            const pulseSize = 30 + Math.sin(t * 5) * 15;
            ctx.fillStyle = `hsl(${t * 100 % 360}, 100%, 60%)`;
            ctx.beginPath();
            ctx.arc(400, 300, pulseSize, 0, Math.PI * 2);
            ctx.fill();
            
            // Add text
            ctx.fillStyle = 'white';
            ctx.font = 'bold 24px monospace';
            ctx.textAlign = 'center';
            ctx.fillText('CANVAS EFFECTS DEMO', 400, 50);
            ctx.font = '16px monospace';
            ctx.fillText(`Frame: ${frameCount} | Time: ${t.toFixed(1)}s`, 400, 80);
            
            frameCount++;
        }
        
        // ===== PYGAME STREAM =====
        function loadPyGameFrame() {
            fetch('/pygame_frame')
                .then(r => r.arrayBuffer())
                .then(buffer => {
                    const imageData = new ImageData(800, 600);
                    const rgba = imageData.data;
                    const rgb = new Uint8Array(buffer);
                    
                    for (let i = 0, j = 0; i < rgba.length; i += 4, j += 3) {
                        rgba[i] = rgb[j];
                        rgba[i + 1] = rgb[j + 1];
                        rgba[i + 2] = rgb[j + 2];
                        rgba[i + 3] = 255;
                    }
                    
                    ctx.putImageData(imageData, 0, 0);
                    
                    // Add overlay text
                    ctx.fillStyle = 'rgba(255, 255, 255, 0.8)';
                    ctx.font = 'bold 24px monospace';
                    ctx.textAlign = 'center';
                    ctx.fillText('PYGAME STREAM', 400, 50);
                })
                .catch(err => console.error('PyGame error:', err));
        }
        
        // ===== RENDER LOOP =====
        function render(currentTime) {
            if (mode === 'canvas') {
                drawCanvasEffect(currentTime);
            } else {
                loadPyGameFrame();
            }
            
            requestAnimationFrame(render);
        }
        
        // ===== CONTROLS =====
        function switchToCanvas() {
            mode = 'canvas';
            document.getElementById('modeText').textContent = 'CANVAS EFFECTS';
            document.getElementById('modeText').style.color = '#0af';
        }
        
        function switchToPyGame() {
            mode = 'pygame';
            document.getElementById('modeText').textContent = 'PYGAME STREAM';
            document.getElementById('modeText').style.color = '#ff3366';
        }
        
        // Auto-switch every 5 seconds
        setInterval(() => {
            if (mode === 'canvas') {
                switchToPyGame();
            } else {
                switchToCanvas();
            }
        }, 5000);
        
        // Initialize
        switchToCanvas();
        requestAnimationFrame(render);
    </script>
</body>
</html>'''

@app.route('/pygame_frame')
def pygame_frame():
    """PyGame animation endpoint"""
    with frame_data["lock"]:
        if frame_data["pixels"] is not None:
            return Response(
                frame_data["pixels"].tobytes(),
                mimetype='application/octet-stream',
                headers={'Cache-Control': 'no-cache'}
            )
    
    # Fallback
    black = np.zeros((HEIGHT, WIDTH, 3), dtype=np.uint8).tobytes()
    return Response(black, mimetype='application/octet-stream')

def pygame_animation():
    """PyGame animation with proper initialization"""
    print("🎬 Starting PyGame animation...")
    
    try:
        # ===== FIX 1: Proper PyGame initialization =====
        pygame.init()
        
        # Initialize display (CRITICAL for headless)
        pygame.display.init()
        pygame.display.set_mode((1, 1), pygame.HIDDEN)  # Hidden window
        
        print("βœ… PyGame display initialized")
        
        # Create surface
        surface = pygame.Surface((WIDTH, HEIGHT))
        print(f"βœ… Surface created: {WIDTH}x{HEIGHT}")
        
    except Exception as e:
        print(f"❌ PyGame init failed: {e}")
        import traceback
        traceback.print_exc()
        return
    
    # ===== FIX 2: Animated objects =====
    particles = []
    for _ in range(100):
        particles.append({
            'x': np.random.randint(0, WIDTH),
            'y': np.random.randint(0, HEIGHT),
            'dx': np.random.uniform(-3, 3),
            'dy': np.random.uniform(-3, 3),
            'size': np.random.randint(2, 10),
            'color': (
                np.random.randint(50, 255),
                np.random.randint(50, 255),
                np.random.randint(50, 255)
            ),
            'life': np.random.randint(100, 300),
            'type': np.random.choice(['circle', 'square', 'triangle'])
        })
    
    # Rotating geometric shapes
    shapes = []
    for i in range(8):
        shapes.append({
            'angle': i * np.pi / 4,
            'radius': 100 + i * 20,
            'speed': 0.5 + i * 0.1,
            'size': 15 + i * 5,
            'color': (
                (i * 32) % 256,
                (i * 64) % 256,
                (i * 96) % 256
            )
        })
    
    print(f"βœ… Created {len(particles)} particles and {len(shapes)} shapes")
    
    frame_id = 0
    start_time = time.time()
    
    while True:
        frame_start = time.time()
        
        # ===== FIX 3: Time-based animation =====
        elapsed = time.time() - start_time
        
        # Clear with gradient
        for y in range(HEIGHT):
            color = int(20 + y / HEIGHT * 30)
            pygame.draw.line(surface, (color, color, color + 20), 
                           (0, y), (WIDTH, y))
        
        # Draw rotating shapes
        for shape in shapes:
            shape['angle'] += shape['speed'] * 0.05
            
            x = WIDTH // 2 + np.cos(shape['angle']) * shape['radius']
            y = HEIGHT // 2 + np.sin(shape['angle']) * shape['radius']
            
            # Draw shape
            if np.random.random() < 0.3:  # 30% chance of triangle
                points = [
                    (x, y - shape['size']),
                    (x - shape['size'], y + shape['size']),
                    (x + shape['size'], y + shape['size'])
                ]
                pygame.draw.polygon(surface, shape['color'], points)
            else:
                pygame.draw.circle(surface, shape['color'], 
                                 (int(x), int(y)), shape['size'])
            
            # Connect shapes with lines
            pygame.draw.circle(surface, (255, 255, 255, 100),
                             (int(x), int(y)), shape['size'], 2)
        
        # Update and draw particles
        for p in particles:
            p['x'] += p['dx']
            p['y'] += p['dy']
            p['life'] -= 1
            
            # Bounce or respawn
            if (p['x'] < 0 or p['x'] > WIDTH or 
                p['y'] < 0 or p['y'] > HEIGHT or 
                p['life'] <= 0):
                p['x'] = np.random.randint(0, WIDTH)
                p['y'] = np.random.randint(0, HEIGHT)
                p['dx'] = np.random.uniform(-3, 3)
                p['dy'] = np.random.uniform(-3, 3)
                p['life'] = np.random.randint(100, 300)
                p['color'] = (
                    np.random.randint(50, 255),
                    np.random.randint(50, 255),
                    np.random.randint(50, 255)
                )
            
            # Draw particle with trail
            for i in range(3):
                trail_x = p['x'] - p['dx'] * i * 0.3
                trail_y = p['y'] - p['dy'] * i * 0.3
                trail_size = p['size'] * (1 - i * 0.3)
                trail_alpha = 200 - i * 60
                
                pygame.draw.circle(
                    surface,
                    (*p['color'], trail_alpha),
                    (int(trail_x), int(trail_y)),
                    int(trail_size)
                )
        
        # Add frame info
        font = pygame.font.Font(None, 28)
        info = [
            f"Frame: {frame_id}",
            f"Time: {elapsed:.1f}s",
            f"FPS: {int(1/(time.time()-frame_start)) if frame_id>0 else 0}",
            f"Particles: {len(particles)}"
        ]
        
        for i, text in enumerate(info):
            text_surface = font.render(text, True, (255, 255, 200))
            surface.blit(text_surface, (10, 10 + i * 30))
        
        # Convert to NumPy array
        pixels = pygame.surfarray.pixels3d(surface)
        
        # Update shared memory
        with frame_data["lock"]:
            frame_data["pixels"] = pixels.copy()
            frame_data["frame_id"] = frame_id
        
        frame_id += 1
        
        # Log every 30 frames
        if frame_id % 30 == 0:
            current_fps = 1 / (time.time() - frame_start) if frame_id > 0 else 0
            print(f"πŸ“Š Frame {frame_id} | FPS: {current_fps:.1f}")
        
        # ===== FIX 4: Frame rate control =====
        frame_time = time.time() - frame_start
        target_time = 1/30  # 30 FPS
        
        if frame_time < target_time:
            time.sleep(target_time - frame_time)

# Start PyGame thread
threading.Thread(target=pygame_animation, daemon=True).start()

# Wait for initialization
print("⏳ Waiting for PyGame to start...")
time.sleep(3)

print("🌐 Starting Flask server...")
print(f"πŸ“‘ Port: {PORT}")
print("="*60)

if __name__ == "__main__":
    app.run(host='0.0.0.0', port=PORT, threaded=True, use_reloader=False)